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  1. #141
    So I was looking over the web spell and I'm not sure you really want to set this up as an aura, unless you just want the first part of save or restrained. Because it's an action to break free and it's a DC STR check not a save. Also it's a CUBE not a circle.

    So if you looking just for the first part, you like want something like this.

    Code:
    Web (C); AURA: 10 all; Web; SAVEA: DEX [SDC] (M); SAVEADD: Restrained
    This also will cause everyone to keep rolling saves each time they move in the AURA.
    -MrDDT
    Discord @mrddt

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  2. #142
    Excellent, thank you! That is what I am looking for. It takes an action to break out of the web so I don't want that part automated anyway. I also use COP - Auras so I can put in AURASHAPE : square. Will try is out when I get home later. Oh, and Yes, the 'Web Origin' token is in the CT.

    Thanks again!

  3. #143
    Unfortunately that did not work. When the Wizard targets the 'Web Origin' token, it forces the token to roll for the Restrained effect. On a fail it places the Restrained condition on the token. When I move a party member into the aura the only condition placed on him is: FROMAURA;Web; SAVEADD: Restrained and no saving throw is rolled. I also tried the cast with the party member starting in the aura and a save wasn't rolled. I am including some pictures. I appreciate your help with this.

    Oh, Ruffus is the caster and Nightbreeze is the one wandering in and out of the effect.
    Attached Images Attached Images
    Last edited by wulfax; September 26th, 2023 at 06:28. Reason: Additinoal info

  4. #144
    Quote Originally Posted by wulfax View Post
    Unfortunately that did not work. When the Wizard targets the 'Web Origin' token, it forces the token to roll for the Restrained effect. On a fail it places the Restrained condition on the token. When I move a party member into the aura the only condition placed on him is: FROMAURA;Web; SAVEADD: Restrained and no saving throw is rolled. I also tried the cast with the party member starting in the aura and a save wasn't rolled. I am including some pictures. I appreciate your help with this.

    Oh, Ruffus is the caster and Nightbreeze is the one wandering in and out of the effect.
    Code:
    Web (C); AURA: 10 all; Web; IF:FACTION(notself); SAVEA: DEX [SDC] (M); SAVEADD: Restrained
    Is the correct coding, I thought I put that, it's in my coding I tested in FGU, so not sure why I didn't get it in there post, sorry about that.
    -MrDDT
    Discord @mrddt

    Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
    http://fgapp.idea.informer.com/
    Vote For Idea to Default Modules to GM Only
    Vote For Idea to Give GM More Hotkey Options
    Vote For Idea to Disable Dice Animations

  5. #145
    That worked! Thank you very much. I appreciate your help!

  6. #146
    Below are list of effects that should function properly with Aura v3. and Better Combat Effects or Better Combat Effects Gold. This is not an exhaustive list but they are all soft of the same so they can be used as examples to expand this list

    Code:
    Spirit Guardians; (C); AURA: 15 !ally,single; Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
    The following, you are going to want to cast the effect onto a Friend Zone proxy token which is set to faction None

    Code:
    Cloud of Daggers; (C); AURA: 5 all,single,cube; Cloud of Daggers; IF: FACTION(!none); DMGA: 4d4 slashing; DMGO: 4d4 slashing
    Code:
    Cloudkill; (C); AURA: 20 all,single; Cloudkill; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVES: [SDC] CON (M)(H); SAVEDMG: 5d8 poison
    Code:
    Create Bonfire; (C); AURA: 5 all,single,cube; Create Bonfire; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVEE: [SDC] DEX (M); SAVEDMG: 1d8 fire
    Code:
    Dust Devil; (C); AURA: 5 all; Dust Devil; IF: FACTION(!none); SAVEE: STR [SDC] (M)(H); SAVEDMG: 1d8 bludgeoning
    Code:
    Evard's Black Tentacles; (C); AURA: 20 all,single,cube; Evard's Black Tentacles; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEDMG: 3d6 bludgeoning; SAVEADD: restrained
    Code:
    Flaming Sphere; (C); AURA: 5 all, single; Flaming Sphere; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVEE: [SDC] DEX (M)(H); SAVEDMG: 2d6 fire
    Code:
    Grease; AURA: 10 all, cube, single; Grease; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(R); SAVEE: [SDC] DEX (M)(R); SAVEADD: Prone
    Code:
    Hunger of Hadar; (C); AURA: 20 all; Hunger of Hadar; IF: FACTION(!none); DMGO: 2d6 cold; SAVEE: [SDC] DEX  (M)(H); SAVEDMG: 2d6 acid
    Code:
    Incendiary Cloud; (C); AURA: 20 all, single; Incendiary Cloud; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVEE: [SDC] DEX (M)(H); SAVEDMG: 10d8  fire
    Code:
    Insect Plague; (C); AURA: 20 all, single; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing
    Code:
    Maddening Darkness; (C); AURA: 60 all; Maddening Darkness; IF: FACTION(!none); SAVES: [SDC] WIS  (M)(H); SAVEDMG: 8d8 psychic
    Code:
    Maelstrom; (C); AURA: 30 all; Maelstrom; IF: FACTION(!none); SAVES: [SDC] STR  (M)(H); SAVEDMG: 6d6 bludgeoning
    Code:
    Moonbeam; (C); AURA: 5 all, single; Moonbeam; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); ; SAVES: [SDC] CON  (M)(H); SAVEDMG: 2d10 radiant; IF: TYPE(shapechanger); DISSAV
    Code:
    Sickening Radiance; (C); AURA: 30 all,single; Sickening Radiance; IF: FACTION(!none); SAVEA: [SDC] CON (M); SAVES: [SDC] CON (M); SAVEDMG: 4d10 radiant; SAVEADD: exhaustion
    -- Note: Use Exhausted extension
    Code:
    Sleet Storm; (C); AURA: 40 all,single; Sleet Storm; SAVEA: IF: FACTION(!none); [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEADD: prone
    Code:
    Stinking Cloud; (C); AURA: 20 all; Stinking Cloud; IF: FACTION(!none); SAVES: [SDC] CON (M)(R); SAVEADD: Incapacitated
    – note incapacitated also removes reactions
    Code:
    Storm Sphere(C); AURA: 20 all, single; Storm Sphere; IF: FACTION(!none); SAVEA: [SDC] STR (M)(H); SAVEE: [SDC] STR (M)(H); SAVEDMG: 2d6 bludgeoning
    Code:
    Web; AURA: 20 all, single, cube; Web; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M)(R); SAVEADD: Restrained

  7. #147

    Join Date
    Dec 2016
    Location
    Las Vegas NV
    Posts
    511
    Good Day Rhagelstrom
    Thanks for this update!
    I have not had the chance to test anything but the Spirit Guardians and it seems to still not activate (or apply the aura effect) upon entry into the aura. It does activate on the start of the enemies turn correctly though. This is in a clean campaign with only Auras and Better Combat Effects Gold activated.

  8. #148
    Quote Originally Posted by Bonkon View Post
    Good Day Rhagelstrom
    Thanks for this update!
    I have not had the chance to test anything but the Spirit Guardians and it seems to still not activate (or apply the aura effect) upon entry into the aura. It does activate on the start of the enemies turn correctly though. This is in a clean campaign with only Auras and Better Combat Effects Gold activated.
    Can you post a screenshot that includes the CT? Do you have Arua v3.0 ?

    Documentation on "single" aura type:

    single - There are a number of spells and effects, particularly in the 5E ruleset, which necessitate a slightly different aura behavior. These have the text or something similar "When the creature enters the area for the first time on a turn or starts its turn there". The aura will be applied to the target only when the target starts its turn in the aura or enters (moves into) the area for the first time on a turn. It will not be reapplied if the target leaves the area and returns on the same turn. It also will not be applied if the actor is in the area when cast or if the aura area moves onto the actor.

    There is also "once" that can be combined with single... so for example !ally,single,once which will make it fire more often, however its not how the 5e rule works RAW.

    once - The aura will only apply once per turn to an actor that starts or enters the area or if the area moves onto the actor. Leaving and re-entering the area on the same turn will not reapply the aura

  9. #149

    Join Date
    Dec 2016
    Location
    Las Vegas NV
    Posts
    511
    Good Day Rhagelstrom
    Hmmm, Ok I went to take a screenshot and decided to remove all the NPC's I had in the CT and added one that did not have so many actions. When I added a new NPC it worked correctly. So I guess I just needed to remove and re-add the NPC's.

    Thanks for all this!!

  10. #150
    I love this extension - but it conflicts with Feature: TEMPO and ROLLON by Kelrugem. I like the TEMPO feature for TEMP HITPOINTS. Any Chance we can get these two extensions working together? =)

    -Fark

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